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Alternative .BCS Compiler?


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#1 Blitz

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Posted 20 November 2004 - 01:33 PM

Due to Java problems (please, oh please, don't ask), I cannot use NI.

Is there any other good compiling program I can use to compile my BCS file?

#2 CamDawg

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Posted 20 November 2004 - 01:35 PM

WeiDU can do it, DLTCEP can do it, and there's even a script compiler included with BG2. (Don't know how well it works, though.)

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#3 Blitz

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Posted 20 November 2004 - 01:37 PM

WeiDU can do it, DLTCEP can do it, and there's even a script compiler included with BG2. (Don't know how well it works, though.)

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How do I do it with DLTCEP?

#4 igi

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Posted 20 November 2004 - 01:45 PM

I think DLTCEP uses weidu for it's decompilation and compilation of scripts. Theres a tutorial on setting up DLTCEP (and how to get it to use weidu):
http://www.mcwrench....hp?showtopic=90

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#5 Blitz

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Posted 20 November 2004 - 02:01 PM

I think DLTCEP uses weidu for it's decompilation and compilation  of scripts. Theres a tutorial on setting up DLTCEP (and how to get it to use weidu):
http://www.mcwrench....hp?showtopic=90

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Okay, I successfully installed my mod, but the NPC doesn't show up in game.

Here's the script I used:

IF
Global("R#BlitzOn","AR0305",0)
THEN
RESPONSE #100
SetGlobal("R#BlitzOn","AR3005",1)
CreateCreature("r#blitz",[572.314],3) // <Invalid Strref -1>
END

Do you see anything wrong with this?

And it says I have an <Invalid Strref -1> on this line. What does that mean?

Help!

Edited by Blitz, 20 November 2004 - 02:02 PM.


#6 CamDawg

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Posted 20 November 2004 - 02:17 PM

I'm guessing this is being added to AR0305.bcs? AR0305.are doesn't have a script assigned in its file, so you'll need to add one to it with an editor or with WeiDU:

COPY_EXISTING ~ar0305.are~ ~override~
  WRITE_ASCII 0x94 ~ar0305~

Either way you add it, you'll need to test it with a new game or a game that has not visited the area yet--*.are files get saved in the savegame file.

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#7 Blitz

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Posted 20 November 2004 - 02:23 PM

Thank you!

One last question: Blitz shows up with a green circle around him (like the PC). How do I change it to a blue circle, like normal NPCs have?

EDIT: Oh...and why do millions of him spawn instead of just one?

EDIT: And I KNOW i'm pushing my luck here, but where are soundsets stored?

Edited by Blitz, 20 November 2004 - 02:32 PM.


#8 CamDawg

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Posted 20 November 2004 - 02:46 PM

You need to change the EnamyAlly stuff in his creature file--if you made it from a character you've converted, he's probably still flagged as a PC (you'll also want to remove the export allowed flag while you're there). The millions of creature spawns are from a typo we missed--SetGlobal("R#BlitzOn","AR3005",1). AR3005 should be AR0305.

The soundset is also in the creature file. If you're looking to add new sounds, you'll have to wait until you get to the WeiDU portion of your coding. If you want to use an existing set of sounds, find a creature that uses what you want and just set it up in your cre file the same way.

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#9 Blitz

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Posted 20 November 2004 - 03:17 PM

Thank you.

And where can I GET soundset files?

Using good ol' DLTCEP, I can assign my character a soundset, but I can't find them. I'm looking for the default Shadow Thief soundset.

#10 Blitz

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Posted 20 November 2004 - 03:25 PM

I hope i'm not getting TOO off-topic, but I didn't want to stary another topic for such a quick question. Here we go...

Below we see a dialogue file. I'm getting parse errors because of the "EXITS."
Nothing looks wrong. It looks just like the tutorial. What is wrong with my EXITS?


BEGIN r#tab

IF ~NumTimesTalkedTo(0)~ THEN BEGIN FirstMeeting

SAY ~You are disturbing me. What is it you require?~
IF ~~ THEN REPLY ~What is your purpose here?~ GOTO One
IF ~~ THEN REPLY ~Nothing, sorry to bother you.~ GOTO Two


END

IF ~~ THEN BEGIN One

SAY ~Tis none of your concern.~ EXIT

END

IF ~~ THEN BEGIN Two

SAY ~Then begone.~ EXIT

END

#11 Kismet

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Posted 21 November 2004 - 04:02 AM

You can't just EXIT from a SAY. You need to have some sort of transition. So you'd do it like this:

IF ~~ THEN BEGIN One
SAY ~Tis none of your concern.~
IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN Two
SAY ~Then begone.~
IF ~~ THEN EXIT
END

#12 Blitz

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Posted 21 November 2004 - 07:22 AM

Yeah, I figured that out.

Thanks!

#13 SConrad

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Posted 21 November 2004 - 12:12 PM

Thank you.

And where can I GET soundset files?

Using good ol' DLTCEP, I can assign my character a soundset, but I can't find them. I'm looking for the default Shadow Thief soundset.

A good idea would be to look up a .cre-file of a Shadow Thief. Then, you can copy the string-numbers and assign them to your creature.

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#14 Blitz

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Posted 21 November 2004 - 02:58 PM

Yup. It works now. Now if only I could get the ruddy NPC to spawn (see topic in IE help forum).